Example #1
0
        private void UIS_Click(object sender, EventArgs e)
        {
            if (UIS_C == false)
            {
                UIS.Text = "Uncheck all Items";
            }
            else
            {
                UIS.Text = "Check all Items";
            }
            UIS.Refresh();

            for (int i = 0; i < surv_items.Items.Count; i++)
            {
                if (UIS_C == false)
                {
                    surv_items.SetItemCheckState(i, CheckState.Checked);
                }
                if (UIS_C == true)
                {
                    surv_items.SetItemCheckState(i, CheckState.Unchecked);
                }
            }
            UIS_C = !UIS_C;
        }
    IEnumerator PowerUpTimer(float time, int powerUp)
    {
        timerOn     = true;
        powerupTime = time;
        Debug.Log(powerUpDuration + "should be" + powerUp);
        UIS.SetActive(false);
        switch (powerUp)
        {
        case 0:
            doubleShot = true;
            UIDS.SetActive(true);
            break;

        case 1:
            shotgun = true;
            UISG.SetActive(true);
            break;

        case 2:
            fullDirectional = true;
            UIFD.SetActive(true);
            break;
        }

        yield return(new WaitForSeconds(time));

        switch (powerUp)
        {
        case 0:
            doubleShot = false;
            UIDS.SetActive(false);
            break;

        case 1:
            shotgun = false;
            UISG.SetActive(false);
            break;

        case 2:
            fullDirectional = false;
            UIFD.SetActive(false);
            break;
        }
        hasPowerUp = false;
        UIS.SetActive(true);
        timerOn = false;
    }
Example #3
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //Add methods to the size change
            Window.ClientSizeChanged += updateBoundsOnChange;

            //temporary, add the player.
            //players[thisPlayer] = Player.load("player.ghb") ?? new Player(new PlayerInputController(), Vector2.Zero);
            //Set window's title.
            Window.Title = "Yaritakunai";

            //Set the bounds to the initial value.
            updateBoundsOnChange(null, null);

            //Assigned to a bool as it is the status of if there is a settings.json.
            //If there is not, we go to the language select screen and use the default cursor colour. (etc, etc)
            bool settingsLoaded = Settings.init();

            //perfrom initialization
            Input.init();
            Camera.init();
            Player.init();
            UIS.init();
            Task.Run(() => IME.init());
            BGMPlayer.init();
            Item.init();
            Projectile.init();

#if FORCE_RESET_SETTINGS
            settingsLoaded = false;
            Settings.defaults();
#endif
            if (settingsLoaded)
            {
                switchScreenTo(screens.title);
            }
            Settings.makeSureSettingsDirectoriesExist();
            base.Initialize();

            RenderTargetManager.init(GraphicsDevice);
            updateBoundsOnChange(null, null);
        }